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Originally Posted by fowlplay4
!this.capture; does nothing.
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I was unsure wether or not I needed to set it, and I guess I forgot to remove it. Thanks.
Quote:
Originally Posted by fowlplay4
Your best bet would be to go through the array of tiles and draw them to a GuiDrawingPanel and save that image.
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I think I get what you mean. So, instead of making a screenshot, add them to a drawing panel and save that as the image. Could you possibly show me an example of how to add the selection to the drawing panel? If you could it'd be a great help.
Quote:
Originally Posted by fowlplay4
When you're drawing specify "TILES" as the image and it will use the levels specified tileset/defs.
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Got it, thanks.